/**************************************************************************/ /* light_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef LIGHT_2D_H #define LIGHT_2D_H #include "scene/2d/node_2d.h" class Light2D : public Node2D { GDCLASS(Light2D, Node2D); public: enum ShadowFilter { SHADOW_FILTER_NONE, SHADOW_FILTER_PCF5, SHADOW_FILTER_PCF13, SHADOW_FILTER_MAX }; enum BlendMode { BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MIX, }; private: RID canvas_light; bool enabled = true; bool editor_only = false; bool shadow = false; Color color = Color(1, 1, 1); Color shadow_color = Color(0, 0, 0, 0); real_t height = 0.0; real_t energy = 1.0; int z_min = -1024; int z_max = 1024; int layer_min = 0; int layer_max = 0; int item_mask = 1; int item_shadow_mask = 1; real_t shadow_smooth = 0.0; Ref texture; Vector2 texture_offset; ShadowFilter shadow_filter = SHADOW_FILTER_NONE; BlendMode blend_mode = BLEND_MODE_ADD; void _update_light_visibility(); virtual void owner_changed_notify() override; virtual void _physics_interpolated_changed() override; protected: _FORCE_INLINE_ RID _get_light() const { return canvas_light; } void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_enabled(bool p_enabled); bool is_enabled() const; void set_editor_only(bool p_editor_only); bool is_editor_only() const; void set_color(const Color &p_color); Color get_color() const; void set_height(real_t p_height); real_t get_height() const; void set_energy(real_t p_energy); real_t get_energy() const; void set_z_range_min(int p_min_z); int get_z_range_min() const; void set_z_range_max(int p_max_z); int get_z_range_max() const; void set_layer_range_min(int p_min_layer); int get_layer_range_min() const; void set_layer_range_max(int p_max_layer); int get_layer_range_max() const; void set_item_cull_mask(int p_mask); int get_item_cull_mask() const; void set_item_shadow_cull_mask(int p_mask); int get_item_shadow_cull_mask() const; void set_shadow_enabled(bool p_enabled); bool is_shadow_enabled() const; void set_shadow_filter(ShadowFilter p_filter); ShadowFilter get_shadow_filter() const; void set_shadow_color(const Color &p_shadow_color); Color get_shadow_color() const; void set_shadow_smooth(real_t p_amount); real_t get_shadow_smooth() const; void set_blend_mode(BlendMode p_mode); BlendMode get_blend_mode() const; Light2D(); ~Light2D(); }; VARIANT_ENUM_CAST(Light2D::ShadowFilter); VARIANT_ENUM_CAST(Light2D::BlendMode); class PointLight2D : public Light2D { GDCLASS(PointLight2D, Light2D); private: real_t _scale = 1.0; Ref texture; Vector2 texture_offset; protected: #ifndef DISABLE_DEPRECATED bool _set(const StringName &p_name, const Variant &p_value); #endif // DISABLE_DEPRECATED static void _bind_methods(); public: #ifdef TOOLS_ENABLED virtual Dictionary _edit_get_state() const override; virtual void _edit_set_state(const Dictionary &p_state) override; virtual void _edit_set_pivot(const Point2 &p_pivot) override; virtual Point2 _edit_get_pivot() const override; virtual bool _edit_use_pivot() const override; virtual Rect2 _edit_get_rect() const override; virtual bool _edit_use_rect() const override; #endif virtual Rect2 get_anchorable_rect() const override; void set_texture(const Ref &p_texture); Ref get_texture() const; void set_texture_offset(const Vector2 &p_offset); Vector2 get_texture_offset() const; void set_texture_scale(real_t p_scale); real_t get_texture_scale() const; PackedStringArray get_configuration_warnings() const override; PointLight2D(); }; class DirectionalLight2D : public Light2D { GDCLASS(DirectionalLight2D, Light2D); real_t max_distance = 10000.0; protected: static void _bind_methods(); public: void set_max_distance(real_t p_distance); real_t get_max_distance() const; DirectionalLight2D(); }; #endif // LIGHT_2D_H